Town: Kèr I̊māfwav

Kèr I̊māfwav

Kèr I̊māfwav
Example Tauric architecture.
StateKingdom of Hobben
ProvenceEvwåschyothäb Provence
RegionAngelgrass Forest
Founded855
Community LeaderAutocrat Èqteshe Víhgùru
Area6 km2 (2 mi2)
Average Yearly Temp26°C (78°F)
Average Elevation4876 m (15997 ft)
Average Yearly Precipitation229 cm/y (90 in/y)
Population1452
Population Density242 people per km2 (726 people per mi2)
Town AuraMysticism
Naming
Native nameKèr I̊māfwav
Pronunciation/ˈi̘məˑf/ /wav/
Direct Translation[giant] [charcoal]
Translation[Not Yet Translated]

Kèr I̊māfwav (/ˈi̘məˑf/ /wav/ [giant] [charcoal]) is a subtropical Town located in the Evwåschyothäb Provence of the Kingdom of Hobben.

The name Kèr I̊māfwav is derived from the Tauric language, as Kèr I̊māfwav was founded by Androusli Fardd, who was culturaly Tauric.

Climate

Kèr I̊māfwav has a yearly average temperature of 26°C (78°F), with its average temperature during the summer being a hot 31°C (87°F) and its average temperature during the winter being a pleasant 22°C (71°F). Kèr I̊māfwav receives an average of 229 cm/y (90 in/y) of precipitation, most of which comes in the form of rain during the summer. Kèr I̊māfwav covers an area of nearly 6 km2 (2 mi2), and an average elevation of 4876 m (15997 ft) above sea level.

Overview

Kèr I̊māfwav was founded durring the late 10th century, by Androusli Fardd. The establishment of Kèr I̊māfwav was plagued by a lack of willing colonists. After attempts to pay people to resettle failed Androusli Fardd struck deals with nearby nations and communities to establish Kèr I̊māfwav as a prison colony.

Kèr I̊māfwav was built using the conventions of Tauric durring the late 10th century. Naturaly, all settlmentss have their own look to them, and Kèr I̊māfwav is no diffrent. The town's buildings feature waddle and daub construction with good timber frames and a stone foundation protected by thatched or shingled rooves. Most buildings with second floors are built in such a way as to overhang into the streets on the upper floors for more space, as building size seems to be the primary indicator of wealth within the community. Most buildings are not decorated with any integral features, but instead use ivy, flowers, and other natural elements in planters of on trellices to breathe life into the structure they grow upon.

Kèr I̊māfwav is buildings are grouped arround an odd layout of premissive baked earthen streets, which seems to be based on an overlapping squair patern such that there are small squares at the cornor of every bigger square. Sometimes buildings exist in the smaller squaires, other times they are open spaces, or occupied by temporary structures. The town is the proud owner of a thick set of fortified walls fashioned from querried stone blocks. While not up to snuff for a fort or castle wall, the town's walls are naturaly much larger than those of forts or castles. Therefore, the construction such a wall is most expencive. Kèr I̊māfwav's buget focused wall would serve its community well in battle in spite of looking unimpressive compared to castles and fortresses. The town's top tier civilian fortifications are visibly old, but also obviously well maintained. Its likly the local malishia or garrison are tasked with routine mantance of the town's defences.

A look around Kèr I̊māfwav makes you wonder how anything ever gets done. The locals have clear, obvious rivalries with one another, as seen through clenched teeth and fake smiles. What’s more, there is a serious lack of any organization and planning in Kèr I̊māfwav’s layout as well as the local’s behaviors. The town seems to be a den of chaos where tongues are forked and local customs do not exist.

Civic Infrastructure

Kèr I̊māfwav has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Kèr I̊māfwav. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Kèr I̊māfwav's parks.

Kèr I̊māfwav has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Kèr I̊māfwav.

Kèr I̊māfwav has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.

Kèr I̊māfwav has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.

Kèr I̊māfwav has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Kèr I̊māfwav's public wards, blessings, and other arcane systems.

Kèr I̊māfwav possesses a Galvanic Power Grid, which brings galvanic current to most if not all buildings in town, and permits a great many consumer goods to function within the Town. Kèr I̊māfwav's grid is powered by hydrogalvanic generators.

Kèr I̊māfwav's old civil lighting system was converted to Galvanic Lamps recently, and expanded to provide nighttime illumination to all city streets.

Kèr I̊māfwav has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Kèr I̊māfwav's natural decorations nor waterways.

Kèr I̊māfwav has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.

Kèr I̊māfwav has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.

Cultural Notes

A substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign settlement conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.

Kèr I̊māfwav's mayor's house was built using a different architectural style from the rest of the town. The style used is characterized by vertical proportions, pointed arches, external buttressing, and asymmetry in the general shape of its buildings. The decorative features of the style were key, consisting of large arched windows, pointed arches, vaulted ceilings, flying buttresses, and sculptures integrated into the structure itself. Occasionally, for very important buildings, an array of sculptures or one colossal sculpture might replace the entirety of the entrance to said building.

In Kèr I̊māfwav there is a constant smell of overcooked presumably ethnic food.

The Elusa Hound near Kèr I̊māfwav are known to be quite timid.

Kèr I̊māfwav's citizens partake in a curious ritual relating to their local kami. It takes place in autumn and involves drinking to channel Summoning energies of tier 1 via oratory performances.

Economy

The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.

Agriculture

  • Dairy Farmers: 2
  • Farmers: 4
  • Farm Laborer: 11
  • Hunters: 5
  • Milk Maids: 3
  • Ranchers: 1
  • Ranch Hands: 3
  • Shepherds: 3
    • Farmland: 5822 m2
    • Cattle and Similar Creatures: 363
    • Poultry: 4356
    • Swine: 290
    • Sheep: 14
    • Goats: 2
    • Horses, Mounts, and Beasts of Burden: 145

Craftsmen

  • Arms and Toolmakers: 3
  • Blacksmiths: 3
  • Bookbinders: 1
  • Buckle-makers: 1
  • Cabinetmakers: 3
  • Candlemakers: 4
  • Carpenters: 4
  • Clothmakers: 4
  • Coach and Harness Makers: 1
  • Coopers: 4
  • Copper, Brass, Tin, Zinc, and Lead Workers: 1
  • Copyists: 1
  • Cutlers: 1
  • Fabricworkers: 3
  • Farrier: 9
  • Glassworkers: 5
  • Gunsmiths: 3
  • Harness-Makers: 1
  • Hatters: 2
  • Hosiery Workers: 1
  • Jewelers: 1
  • Leatherwrights: 3
  • Locksmiths: 1
  • Matchstick makers: 2
  • Musical Instrument Makers: 2
  • Painters, Structures and Fixtures: 1
  • Paper Workers: 2
  • Plasterers: 2
  • Pursemakers: 2
  • Roofers: 1
  • Ropemakers: 1
  • Rugmakers: 1
  • Saddlers: 2
  • Scabbardmakers: 3
  • Scalemakers: 1
  • Sculptors, Structures and Fixtures: 1
  • Shoemakers: 1
  • Soap and Tallow Workers: 5
  • Tailors: 10
  • Tanners: 1
  • Upholsterers: 2
  • Watchmakers: 1
  • Weavers: 5
  • Whitesmiths: 1

Merchants

  • Adventuring Goods Retellers: 1
  • Arcana Sellers: 1
  • Beer-Sellers: 1
  • Booksellers: 2
  • Butchers: 3
  • Chandlers: 4
  • Chicken Butchers: 4
  • Entrepreneurs: 1
  • Fine Clothiers: 3
  • Fishmongers: 4
  • Potion Sellers: 2
  • Resellers: 6
  • Spice Merchants: 1
  • Wine-sellers: 2
  • Wheelwright: 2
  • Woodsellers: 1

Service workers

  • Bakers: 8
  • Barbers: 7
  • Coachmen: 2
  • Cooks: 5
  • Doctors: 3
  • Gamekeepers: 2
  • Grooms: 1
  • Hairdressers: 4
  • Healers: 3
  • Housekeepers: 4
  • Housemaids: 6
  • House Stewards: 4
  • Inns: 1
  • Laundry maids: 2
  • Maidservants: 5
  • Nursery Maids: 2
  • Pastrycooks: 5
  • Restaurateur: 6
  • Tavern Keepers: 7

Specialized Laborer

  • Ashworkers: 2
  • Bleachers: 1
  • Coal Heavers: 3
  • In-Town Couriers: 3
  • Long Haul Couriers: 3
  • Dockyard Workers: 2
  • Hay Merchants: 1
  • Leech Collectors: 4
  • Millers: 3
  • Miners: 3
  • Oilmen and Polishers: 2
  • Postmen: 3
  • Pure Finder: 1
  • Skinners: 4
  • Tosher: 2
  • Warehousemen: 5
  • Watercarriers: 2
  • Watermen, Bargemen, etc.: 3

Skilled Laborers

  • Accountants: 1
  • Alchemist: 2
  • Clerk: 2
  • Dentists: 1
  • Educators: 3
  • Engineers: 2
  • Gardeners: 1
  • Mages: 1
  • Plumbers: 1
  • Pharmacist: 1
  • Scientists: 1

Civil Servants

  • Adventurers: 1
  • Bankers: 1
  • Civil Clerks: 3
  • Civic Iudex: 1
  • Exorcist: 3
  • Fixers: 1
  • Kami Clerk: 2
  • Landlords: 2
  • Lawyers: 1
  • Legend Keepers: 2
  • Militia Officers: 14
  • Monks, Monastic: 4
  • Monks, Civic: 4
  • Historian, Oral: 3
  • Historian, Textual: 1
  • Policemen, Sheriffs, etc.: 3
  • Priests: 6
  • Rangers: 1
  • Rat Catchers: 2
  • Scholars: 2
  • Spiritualist: 2
  • Storytellers: 4
  • Military Officers: 5

Cottage Industries

  • Brewers: 4
  • Comfort Services: 5
  • Enchanters: 1
  • Herbalists: 1
  • Jaminators: 4
  • Needleworkers: 4
  • Potters: 2
  • Preserve Makers: 4
  • Quilters: 2
  • Seamsters: 7
  • Spinners: 4
  • Tinker: 1
  • Weaver: 3

Artists

  • Actors: 1
  • Bards: 2
  • Dancers: 1
  • Engravers: 1
  • Glaziers: 1
  • Inlayers: 1
  • Musicians: 4
  • Playwrights: 1
  • Sculptors, Art: 1
  • Wood Carvers: 5
  • Writers: 4

Produce Industries

  • Butter Churners: 5
  • Canners: 4
  • Cheesmakers: 4
  • Millers: 2
  • Picklers: 2
  • Smokers: 1
  • Stockmakers: 1
  • Tobacconists: 2
  • Tallowmakers: 3

471 of Kèr I̊māfwav's population work within a Foundational Occupation.

880 of Kèr I̊māfwav's population do not work in a formal occupation, but do contribute to the local economy. 101 (7%) are noncontributers.

Points of Interest

Kèr I̊māfwav's is something of a geological and arcane anomaly, as neither physical nor magical law entirely explains its formation.

POI

History

The the a suit of Chain mail armor of Necromancy, an a suit of Chain mail armor imbued with potent amounts of Necromancy energies was created in Kèr I̊māfwav by in time immemorial, reportedly some time during the late 2nd century.

History